﻿Shader "hamwj1991/Blend" {
	Properties {
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader {
		// No culling or depth
		Cull Off ZWrite Off ZTest NotEqual

		Pass {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "VertexCommon.hlsl"
			sampler2D _MainTex;
			sampler2D MapAO;
			float4 frag(FS_IN i) : SV_Target {
				return tex2D(_MainTex, i.uv) * tex2D(MapAO, i.uv);
			}
			ENDCG
		}
	}
}